Video game processing program and video game processing method

ABSTRACT

A plurality of characters including a player character appears in a video game. An arrangement position of at least one of characters is specified in a virtual space in accordance with progress of the video game. A battle mode is set up to any one of a first battle mode and a second battle mode. A battle control is carried out in the first battle mode in which a photographed image of the virtual space photographed by a virtual camera is displayed on a battle screen or the second battle mode in which an arrangement image is displayed on the battle screen. Each of the plurality of characters is arranged at a predetermined position in the arrangement image with no relationship with the arrangement position of the corresponding character in the virtual space. The battle control is carried out in the battle mode thus set up.

CROSS-REFERENCE TO RELATED APPLICATION

The present application claims the benefit of priority from U.S.Provisional Application No. 61/769,931, filed on Feb. 27, 2013, andrelates to subject matter contained in Japanese Patent Application No.2013-077947, filed on Apr. 3, 2013 and Japanese Patent Application No.2013-113318, filed on May 29, 2013. The disclosure of each applicationis expressly incorporated herein by reference in their entirety.

BACKGROUND OF THE INVENTION

1. Field of the Invention

At least one of embodiments according to the present invention relatesto a video game processing program and a video game processing systemfor controlling progress of a video game in which a plurality ofcharacters including a player character operated by a user appears.

2. Description of the Related Art

Heretofore, it is known a system for providing game experience to a userby moving an avatar in a three-dimensional virtual space and displayingan image photographed by a virtual camera on a display device. Intechniques related to such a system, for example, there is one in whicha user is allowed to select a cloth model that the user wants to put onan avatar in a common virtual space, whereby the user creates auser-specific model readily (see Japanese Patent Application PublicationNo. 2010-61477, for example).

Processings carried out in such a system includes: a modeling process tomove the avatar in the three-dimensional virtual space; and a renderingprocess to cause the display device to display the image photographed bythe virtual camera. The processings gives a considerable load onto a GPUand the like of the system (for example, a user terminal). For thatreason, in the conventional system, a method of reducing a processingload by reducing a pixel number of the image or the like has beenadopted.

However, the user who is required to reduce a processing load views orbrowses an image deteriorated from original display (that is, anoriginal image quality). For this reason, there has been a problem thatthis specification of the system may lose interest in the system (videogame and the like) of the user.

SUMMARY OF THE INVENTION

It is an object of at least one of embodiments according to the presentinvention to solve the problem described above, and to allow adifference that may occur in game experience of each of a plurality ofusers to be reduced.

According to a first non-limiting viewpoint, in order to achieve theabove object, in one aspect of the present invention, the presentinvention is directed to a non-transitory computer-readable mediumincluding a video game processing program product for causing a computerto control progress of a video game. In this case, a plurality ofcharacters including a player character operated by a player appears inthe video game. The video game processing program product causes thecomputer to execute steps including specifying an arrangement positionof at least one of the plurality of characters in a virtual space inaccordance with progress of the video game.

The steps also include setting up a battle mode to any one of a firstbattle mode and a second battle mode, a battle control being carried outin the first battle mode in which a photographed image of the virtualspace photographed by a virtual camera is displayed on a battle screen,a battle control being carried out in the second battle mode in which anarrangement image is displayed on the battle screen, each of theplurality of characters being arranged at a predetermined position inthe arrangement image with no relationship with the arrangement positionof the corresponding character in the virtual space.

The steps also include carrying out a battle control in the battle modeset up in the setting up a battle mode.

In the non-transitory computer-readable medium according to the presentinvention, it is preferable that the steps further include: determiningan action effect based on an action of each of the plurality ofcharacters in a battle; and setting up an arrangement position of eachof the plurality of characters in the virtual space to a fixed positionin a case where the battle mode is set up to the second battle mode inthe setting up a battle mode, wherein in the determining an actioneffect, the action effect is determined based on positional relationshipinformation corresponding to a fixed position that is the arrangementposition of the at least one of the plurality of characters specified inthe specifying an arrangement position.

In the non-transitory computer-readable medium according to the presentinvention, it is preferable that the steps further include: determiningan action effect based on an action of each of the plurality ofcharacters in a battle; and determining an arrangement position of eachof the plurality of characters in the virtual space to be any one of aplurality of prescribed positions in a case where the battle mode is setup to the second battle mode in the setting up a battle mode, wherein inthe determining the arrangement position, the arrangement position ischanged into other prescribed position in accordance with progress ofthe battle control, and wherein in the determining an action effect, theaction effect is determined based on positional relationship informationcorresponding to any prescribed position at which the at least one ofthe plurality of characters specified in the specifying an arrangementposition is arranged.

In the non-transitory computer-readable medium according to the presentinvention, it is preferable that any one battle mode of the first battlemode and the second battle mode is set up in accordance with performanceinformation of a video game processing apparatus in the setting up abattle mode.

In the non-transitory computer-readable medium according to the presentinvention, it is preferable that any one battle mode of the first battlemode and the second battle mode is set up in accordance with a setupoperation by the player in the setting up a battle mode.

In the non-transitory computer-readable medium according to the presentinvention, it is preferable that the steps further include: transmittingbattle control information to a video game processing server connectedvia a communication network, the battle control information indicating acontrol content of the battle control.

In another aspect of the present invention, there provides a video gameprocessing server in which the video game processing program describedabove is installed.

Further, in the video game processing server according to the presentinvention, it is preferable that the battle control information istransmitted to other video game processing server.

In still another aspect of the present invention, the present inventionis directed to a non-transitory computer-readable medium including aterminal program product for causing a video game processing terminal tocontrol progress of the video game while displaying a game screen on adisplay screen of a display device. The terminal program productaccording to the present invention causes the video game processingterminal to execute connecting the video game processing terminal to avideo game processing server via a communication network. In this case,the video game processing server includes: an arrangement positionspecifier for specifying an arrangement position of at least one of theplurality of characters in a virtual space in accordance with progressof the video game; a mode setter for setting up a battle mode to any oneof a first battle mode and a second battle mode, a battle control beingcarried out in the first battle mode in which a photographed image ofthe virtual space photographed by a virtual camera is displayed on abattle screen, a battle control being carried out in the second battlemode in which an arrangement image is displayed on the battle screen,each of the plurality of characters being arranged at a predeterminedposition in the arrangement image with no relationship with thearrangement position of the corresponding character in the virtualspace; and a battle controller for carrying out a battle control in thebattle mode set up in the setting up a battle mode.

Further, in another embodiment of the non-transitory computer-readablemedium, the non-transitory computer-readable medium according to thepresent invention includes a video game processing program product forcausing a video game processing server to control progress of a videogame carried out by a video game processing apparatus. In this case, aplurality of characters including a player character operated by aplayer of the video game processing apparatus appears in the video game.The video game processing server is connected to the video gameprocessing apparatus via a communication network. The video gameprocessing program product causing the computer to execute stepsincluding specifying an arrangement position of at least one of theplurality of characters in a virtual space in accordance with progressof the video game.

The steps also include setting up a battle mode to any one of a firstbattle mode and a second battle mode, a battle control being carried outin the first battle mode in which a photographed image of the virtualspace photographed by a virtual camera is displayed on a battle screenin the video game processing apparatus, a battle control being carriedout in the second battle mode in which an arrangement image is displayedon the battle screen in the video game processing apparatus, each of theplurality of characters being arranged at a predetermined position inthe arrangement image with no relationship with the arrangement positionof the corresponding character in the virtual space.

The steps also include carrying out a battle control in the battle modeset up in the setting up a battle mode.

In the non-transitory computer-readable medium according to anotherembodiment of the present invention, it is preferable that the stepsfurther include: determining an action effect based on an action of eachof the plurality of characters in a battle; and setting up anarrangement position of each of the plurality of characters in thevirtual space to a fixed position in a case where the battle mode is setup to the second battle mode in the setting up a battle mode, wherein inthe determining an action effect, the action effect is determined basedon positional relationship information corresponding to a fixed positionthat is the arrangement position of the at least one of the plurality ofcharacters specified in the specifying an arrangement position.

In the non-transitory computer-readable medium according to anotherembodiment of the present invention, it is preferable that the stepsfurther include: determining an action effect based on an action of eachof the plurality of characters in a battle; and determining anarrangement position of each of the plurality of characters in thevirtual space to be any one of a plurality of prescribed positions in acase where the battle mode is set up to the second battle mode in thesetting up a battle mode, wherein in the determining the arrangementposition, the arrangement position is changed into other prescribedposition in accordance with progress of the battle control, and whereinin the determining an action effect, the action effect is determinedbased on positional relationship information corresponding to anyprescribed position at which the at least one of the plurality ofcharacters specified in the specifying an arrangement position isarranged.

In the non-transitory computer-readable medium according to anotherembodiment of the present invention, it is preferable that any onebattle mode of the first battle mode and the second battle mode is setup in accordance with performance information of a video game processingapparatus in the setting up a battle mode.

In the non-transitory computer-readable medium according to anotherembodiment of the present invention, it is preferable that any onebattle mode of the first battle mode and the second battle mode is setup in accordance with a setup operation by the player in the setting upa battle mode.

In the non-transitory computer-readable medium according to anotherembodiment of the present invention, it is preferable that the stepsfurther include: receiving battle control information from the videogame processing apparatus connected via the communication network, thebattle control information indicating a control content of the battlecontrol.

In another aspect of the present invention, there provides a video gameprocessing system provided with a video game processing apparatus and avideo game processing server. In this case, a plurality of charactersincluding a player character operated by a player appears in the videogame carried out by the video game processing apparatus. The video gameprocessing server is connected to the video game processing apparatusvia a communication network. The video game processing system includesan arrangement position specifier for specifying an arrangement positionof at least one of the plurality of characters in a virtual space inaccordance with progress of the video game. The video game processingsystem also includes a mode setter for setting up a battle mode to anyone of a first battle mode and a second battle mode, a battle controlbeing carried out in the first battle mode in which a photographed imageof the virtual space photographed by a virtual camera is displayed on abattle screen in the video game processing apparatus, a battle controlbeing carried out in the second battle mode in which an arrangementimage is displayed on the battle screen in the video game processingapparatus, each of the plurality of characters being arranged at apredetermined position in the arrangement image with no relationshipwith the arrangement position of the corresponding character in thevirtual space.

The video game processing system also includes a battle controller forcarrying out a battle control in the battle mode set up in the settingup a battle mode.

In the video game processing system according to the present invention,it is preferable that the video game processing system further includes:an action effect determiner determining an action effect based on anaction of each of the plurality of characters in a battle; anarrangement position fixer for setting up an arrangement position ofeach of the plurality of characters in the virtual space to a fixedposition in a case where the mode setter sets up the battle mode to thesecond battle mode, wherein the action effect determiner determines theaction effect based on positional relationship information correspondingto a fixed position that is the arrangement position of the at least oneof the plurality of characters specified by the arrangement positionspecifier.

In the video game processing system according to the present invention,it is preferable that the video game processing system further includes:an action effect determiner for determining an action effect based on anaction of each of the plurality of characters in a battle; anarrangement position determiner for determining an arrangement positionof each of the plurality of characters in the virtual space to be anyone of a plurality of prescribed positions in a case where the modesetter sets up the battle mode to the second battle mode, wherein thearrangement position determiner changes the arrangement position intoother prescribed position in accordance with progress of the battlecontrol, and wherein the action effect determiner determines the actioneffect based on positional relationship information corresponding to anyprescribed position at which the at least one of the plurality ofcharacters specified by the arrangement position specifier is arranged.

In the video game processing system according to the present invention,it is preferable that the mode setter sets up any one battle mode of thefirst battle mode and the second battle mode in accordance withperformance information of the video game processing apparatus.

In the video game processing system according to the present invention,it is preferable that the mode setter sets up any one battle mode of thefirst battle mode and the second battle mode in accordance with a setupoperation by the player.

In the video game processing system according to the present invention,it is preferable that the video game processing apparatus includes abattle control information transmitter for transmitting battle controlinformation to a video game processing server connected via thecommunication network, the battle control information indicating acontrol content of the battle control.

In still another aspect of the present invention, there provides a videogame processing apparatus for controlling progress of a video game. Inthis case, a plurality of characters including a player characteroperated by a player appears in the video game. The video gameprocessing apparatus according to the present invention includes anarrangement position specifier for specifying an arrangement position ofat least one of the plurality of characters in a virtual space inaccordance with progress of the video game.

The video game processing apparatus further include a mode setter forsetting up a battle mode to any one of a first battle mode and a secondbattle mode, a battle control being carried out in the first battle modein which a photographed image of the virtual space photographed by avirtual camera is displayed on a battle screen, a battle control beingcarried out in the second battle mode in which an arrangement image isdisplayed on the battle screen, each of the plurality of charactersbeing arranged at a predetermined position in the arrangement image withno relationship with the arrangement position of the correspondingcharacter in the virtual space.

The video game processing apparatus further include a battle controllerfor carrying out a battle control in the battle mode set up by the modesetter.

In the video game processing apparatus according to the presentinvention, it is preferable that the video game processing apparatusfurther includes an action effect determiner for determining an actioneffect based on an action of each of the plurality of characters in abattle, wherein the action effect determiner determines the actioneffect of the action based on relative position informationcorresponding to a relative position between the character carrying outthe action and the other character.

According to a second non-limiting viewpoint, in order to achieve theabove object, in still another aspect of the present invention, thepresent invention is directed to a video game processing method ofcausing a video game processing server to control progress of a videogame carried out by a video game processing apparatus. In this case, aplurality of characters including a player character operated by aplayer of the video game processing apparatus appears in the video game.Further, the video game processing server is connected to the video gameprocessing apparatus via a communication network. The video gameprocessing method according to the present invention includes specifyingan arrangement position of at least one of the plurality of charactersin a virtual space in accordance with progress of the video game.

The video game processing method also includes setting up a battle modeto any one of a first battle mode and a second battle mode, a battlecontrol being carried out in the first battle mode in which aphotographed image of the virtual space photographed by a virtual camerais displayed on a battle screen in the video game processing apparatus,a battle control being carried out in the second battle mode in which anarrangement image is displayed on the battle screen in the video gameprocessing apparatus, each of the plurality of characters being arrangedat a predetermined position in the arrangement image with norelationship with the arrangement position of the correspondingcharacter in the virtual space.

The video game processing method also includes carrying out a battlecontrol in the battle mode set up in the setting up a battle mode.

Further, in another embodiment of the video game processing method, thevideo game processing method of controlling progress of a video gamecarried out by a video game processing apparatus is carried out by avideo game processing server. In this case, a plurality of charactersincluding a player character operated by a player of the video gameprocessing apparatus appears in the video game. Further, the video gameprocessing server is connected to the video game processing apparatusvia a communication network. The video game processing method accordingto the present invention includes specifying an arrangement position ofat least one of the plurality of characters in a virtual space inaccordance with progress of the video game.

The video game processing method also includes setting up a battle modeto any one of a first battle mode and a second battle mode, a battlecontrol being carried out in the first battle mode in which aphotographed image of the virtual space photographed by a virtual camerais displayed on a battle screen in the video game processing apparatus,a battle control being carried out in the second battle mode in which anarrangement image is displayed on the battle screen in the video gameprocessing apparatus, each of the plurality of characters being arrangedat a predetermined position in the arrangement image with norelationship with the arrangement position of the correspondingcharacter in the virtual space.

The video game processing method also includes carrying out a battlecontrol in the battle mode set up in the setting up a battle mode.

According to each embodiment of the present invention, it is possible tosolve one or two or more deficiencies or shortages (that is, theproblems).

BRIEF DESCRIPTION OF THE DRAWINGS

The foregoing and other objects, features and advantages of the presentinvention will become more readily apparent from the following detaileddescription of preferred embodiments of the present invention thatproceeds with reference to the appending drawings:

FIG. 1 is a block diagram showing an example of a configuration of avideo game processing system according to at least one embodiment of thepresent invention;

FIG. 2 is a block diagram showing a configuration of a video gameprocessing server according to at least one embodiment of the presentinvention;

FIG. 3 is a flowchart showing an example of game processing according toat least one embodiment of the present invention;

FIG. 4 is a flowchart showing an example of an operation of the videogame processing server in the game processing according to at least oneembodiment of the present invention;

FIG. 5 is a flowchart showing an example of an operation of a userterminal in a case where the user terminal carries out the gameprocessing according to at least one embodiment of the presentinvention;

FIG. 6 is a block diagram showing a configuration of the video gameprocessing server according to at least one embodiment of the presentinvention;

FIG. 7 is a flowchart showing an example of the game processingaccording to at least one embodiment of the present invention;

FIG. 8 is a block diagram showing a configuration of the video gameprocessing server according to at least one embodiment of the presentinvention;

FIG. 9 is a flowchart showing an example of the game processingaccording to at least one embodiment of the present invention;

FIG. 10 is a flowchart showing an example of the game processingaccording to at least one embodiment of the present invention;

FIG. 11 is a flowchart showing an example of the game processingaccording to at least one embodiment of the present invention;

FIG. 12 is a block diagram showing a configuration of the video gameprocessing server according to at least one embodiment of the presentinvention;

FIG. 13 is a flowchart showing an example of the game processingaccording to at least one embodiment of the present invention;

FIG. 14 is a flowchart showing an example of the game processingaccording to at least one embodiment of the present invention;

FIG. 15 is a flowchart showing an example of movement controllingprocessing according to at least one embodiment of the presentinvention;

FIG. 16 is a flowchart showing an example of first command controllingprocessing according to at least one embodiment of the presentinvention;

FIG. 17 is a flowchart showing an example of the game processingaccording to at least one embodiment of the present invention;

FIG. 18 is a flowchart showing an example of second command controllingprocessing according to at least one embodiment of the presentinvention;

FIG. 19 is a flowchart showing an example of the game processingaccording to at least one embodiment of the present invention;

FIG. 20 is a flowchart showing an example of third command controllingprocessing according to at least one embodiment of the presentinvention;

FIG. 21 is a flowchart showing an example of the game processingaccording to at least one embodiment of the present invention;

FIG. 22 is a flowchart showing an example of the game processingaccording to at least one embodiment of the present invention;

FIG. 23 is a block diagram showing a configuration of the user terminalaccording to at least one embodiment of the present invention;

FIG. 24 is a flowchart showing an example of the game processingaccording to at least one embodiment of the present invention;

FIG. 25 is an explanatory drawing showing an example of a storage stateof video game information according to at least one embodiment of thepresent invention;

FIG. 26 is an explanatory drawing for explaining a real view modeaccording to at least one embodiment of the present invention;

FIG. 27 is an explanatory drawing for explaining an example of acontroller image displayed in the real view mode according to at leastone embodiment of the present invention; and

FIG. 28 is an explanatory drawing for explaining the simple view modeaccording to at least one embodiment of the present invention.

DETAILED DESCRIPTION OF THE INVENTION

Hereinafter, an example of embodiments according to the presentinvention will be described with reference to the appending drawings. Inthis regard, various kinds of elements (or components) in the example ofeach embodiment, which will be described below, can be combinedappropriately in a range that inconsistency occurs. Further, explanationof the content explained as an example of one embodiment may be omittedin other embodiment. Further, the content of operations and/orprocessings with no relationship to characterizing portions or featuresof each embodiment may be omitted. Moreover, the order of various kindsof processes that constitute various kinds of processing flows(flowcharts) explained below may become random order in a range thatinconsistency occurs in the processing content.

First Embodiment

FIG. 1 is a block diagram showing an example of a configuration of avideo game processing system 100 according to one embodiment of thepresent invention. As shown in FIG. 1, the video game processing system100 includes: a video game processing server 10; and user terminals 20,201 to 20N (“N” is an arbitrary integer) respectively used by aplurality of users. In this regard, the configuration of the video gameprocessing system 100 is not limited to this configuration. The videogame processing system 100 may be configured so that a plurality ofusers uses a single user terminal. Further, the video game processingsystem 100 may be configured so as to include a plurality of servers.

Each of the video game processing server 10 and the plurality of userterminals 20, 201 to 20N is connected to a communication network 30 suchas the Internet. In this regard, although it is not shown in thedrawings, each of the plurality of user terminals 20, 201 to 20N isconnected to the communication network 30 by carrying out datacommunication with a base station managed by a carrier by means of awireless communication line.

The video game processing system 100 has various kinds of functions tocontrol progress of a video game (a so-called online game) in which aplurality of players plays in the same virtual space (including asynchronous virtual space and an asynchronous virtual space).

The video game processing server 10 is managed by an administrator ofthe video game processing system 100, and has various kinds of functionsto provide (or deliver) information on the video game to the userterminal 20, 201 to 20N.

The video game processing server 10 is configured by an informationprocessing apparatus such as a WWW server, and includes a storage mediumfor storing various kinds of information. In this regard, in the videogame processing system 100, it is preferable that the video gameprocessing server 10 manages information regarding the video game from aviewpoint to reduce a processing load on each of the plurality of userterminals 20, 201 to 20N.

FIG. 2 is a block diagram showing a configuration of a video gameprocessing server 10A that is an example of the video game processingserver 10 according to one embodiment of the present invention. Thevideo game processing server 10A at least includes: an arrangementposition specifying section 11; a battle control section 12; and a modesetting section 13. In this regard, the video game processing server 10Ais provided with a general configuration for carrying out the videogame, such as a control section, a communication section and the like.However, its explanation herein is omitted.

The arrangement position specifying section 11 has a function to specifyan arrangement position of a character in the virtual space inaccordance with progress of the video game.

The battle control section 12 has a function to carryout a control of abattle in each of plural kinds of battle modes. In the presentembodiment, the battle control section 12 has a function (first battlecontrol function) to carry out a battle control in the first battle modeand a function (second battle control function) to carry out a battlecontrol in the second battle mode.

Here, the first battle mode is a battle mode in which a photographedimage in the virtual space photographed by a virtual camera is displayedon a battle screen. Further, the second battle mode is a battle mode inwhich an arrangement image, in which each of the plurality of charactersis arranged at a predetermined position with no relationship with thearrangement position of the corresponding character in the virtualspace, is displayed on the battle screen.

The mode setting section 13 has a function to set up any one battle modeof the first battle mode and the second battle mode.

Next, an operation of the video game processing system 100 according tothe present embodiment will be described.

FIG. 3 is a flowchart showing an example of game processing carried outby the video game processing system 100. In the game processingaccording to the present embodiment, processing to arrange a characterin the virtual space and to carry out a battle control in any one modeof at least two or more modes is carried out.

The game processing is started in a case where the video game processingserver 10A receives a request to start the game processing from the userterminal 20, for example.

In the game processing, the video game processing server 10A specifiesan arrangement position (Step S11). Subsequently, the video gameprocessing server 10A sets the battle mode to any one battle mode of thefirst battle mode and the second battle mode (Step S12), and carries outa battle control in the battle mode thus set up (Step S13).

On the other hand, the user terminal 20 receives the informationgenerated by the battle control (battle information) from the video gameprocessing server 10A, and carries out an output according to thereceived battle information (Step S14). In this regard, as the outputaccording to the battle information, the user terminal 20 outputs animage or sound indicating a battle by a plurality of characters, forexample.

FIG. 4 is a flowchart showing an example of an operation of the videogame processing server 10A in the game processing according to at leastone embodiment of the present invention. In the game processing, thevideo game processing server 10A specifies an arrangement position (StepS11); sets up any one battle mode of the first battle mode and thesecond battle mode (Step S12); and carries out a battle control in thebattle mode thus set up (Step S13). Namely, in the present embodiment,the video game processing server 10A carries out processing for thebattle control by selecting one battle mode from the plurality of battlemodes each using an arrangement position of each character in thevirtual space without using functions included in the user terminal 20.

As explained above, as one aspect of the first embodiment, the videogame processing server 10A is configures so as to include: thearrangement position specifying section 11; the battle control section12; and the mode setting section 13. Thus, the video game processingserver 10A specifies the arrangement position of each character in thevirtual space in accordance with progress of the video game; carries outthe battle control in the first battle mode, in which the photographedimage of the virtual space photographed by the virtual camera isdisplayed on the battle screen, or the second battle mode, in which thearrangement image, in which each of the plurality of characters isarranged at a predetermined position with no relationship with thearrangement position of the corresponding character in the virtualspace, is displayed on the battle screen; sets the battle mode to anyone mode of the first battle mode and the second battle mode; andcarries out the battle control in the battle mode thus set up.Therefore, it is possible to reduce a difference that may occur in gameexperience of each of a plurality of users.

However, the video game processing system 100 may be configured so thateach of the plurality of user terminals 20, 201 to 20N manages part orall of the information regarding the video game.

FIG. 5 is a flowchart showing an example of an operation of the userterminal 20 in a case where the user terminal 20 carries out the gameprocessing. In the game processing, the user terminal 20 specifies anarrangement position (Step S21); sets up any one battle mode of thefirst battle mode and the second battle mode (Step S22); and carries outa battle control in the battle mode thus setup (Step S23). In thisregard, since the output of the battle control is not necessary in orderto accomplish the object of the first embodiment, the explanation hereinis omitted.

In this regard, in the first embodiment, a player character means acharacter that a player (that is, a user of the user terminal) canoperate of a plurality of characters appearing in the video game. Inthis regard, various kinds of objects each of which may be an operationtarget by a player, such as a so-called avatar, are included in theconcept of the player character.

Further, in the first embodiment, the battle screen is a screen showingor presenting a battle by a plurality of characters that appears in thevideo game (for example, the player character and an enemy character).In this regard, the battle screen has to express a battle (which meansnot only a mere battle, but also a fight in the broad sense, such as acompetition, a match (victory or defeat) and the like), but it is notreally necessary that an image showing a character is displayed on thebattle screen.

Further, in the first embodiment, “no relationship” means that one of aplurality of elements does not influence on the other each other.Namely, the “position of a character in the virtual space” and the“position of the character in an arrangement image” do not influence oneach other. Therefore, in a case where a position of a character (forexample, a character C1) in the virtual space is moved during progressof a battle in the second battle mode, the position of the character C1in the arrangement image may not be moved, for example.

Further, in the first embodiment, the battle control means that progressof a battle among a plurality of characters is controlled in accordancewith a predetermined rule related to the setup content of apredetermined item, an operation of the player and the like.

Further, in the first embodiment, the arrangement position means aposition (or a coordinate) within the virtual space in which a characteris arranged in accordance with a condition that is satisfied inaccordance with progress of the video game, for example. In the firstembodiment, in order to specify an arrangement position of a characterin the virtual space in accordance with progress of the video game, thevideo game processing system 100 may be configured so that thearrangement position specifying section 11 specifies an “arrangementposition of each character according to progress of the video game” onthe basis of only a processing capacity (or throughput) of the videogame processing system 100 itself. Alternatively, the video gameprocessing system 100 may be configured so that the arrangement positionspecifying section 11 specifies the “arrangement position of eachcharacter according to progress of the video game” using a processingcapacity of other processing apparatus. As the other processingapparatus, it is thought an apparatus connected by the communicationnetwork.

Second Embodiment

FIG. 6 is a block diagram showing a configuration of a video gameprocessing server 10B that is an example of the video game processingserver 10 according to one embodiment of the present invention. In thepresent embodiment, the video game processing server 10B at leastincludes: an arrangement position specifying section 11; a battlecontrol section 12; a mode setting section 13; an action effectdetermining section 14; and an arrangement position fixing section 15.

The action effect determining section 14 has a function to determine anaction effect based on an action of each character in a battle.

The arrangement position fixing section 15 has a function to set up (orfix) an arrangement position of each character in the virtual space to afixed position when the mode setting section 13 sets up a battle mode toa second battle mode. Further, in the present embodiment, the actioneffect determining section 14 has a function to determine an actioneffect based on positional relationship information corresponding to afixed position that is the arrangement position of each characterspecified by the arrangement position specifying section 11.

Here, as an example of the positional relationship information, it isthought various kinds of information that can be derived on the basis ofa position of one character, such as information indicating a “distancefrom the fixed position of an action executing character to the fixedposition of an action target character”.

FIG. 7 is a flowchart showing an example of the game processing carriedout by the video game processing system 100. Hereinafter, an operationof each of the video game processing server 10B and the user terminal 20will be described as an example. In this regard, explanation of aflowchart showing an operation of each of the video game processingserver 10B and the user terminal 20 is omitted in view of avoidance ofrepeating explanation.

In the game processing according to the present embodiment, when thearrangement position is specified (Step S11), the video game processingserver 10B sets up the battle mode to the second battle mode (StepS2-11). Subsequently, the video game processing server 10B fixes anarrangement position of each of the characters in the virtual space(Step S2-12); carries out a battle control in a state that thearrangement position is set to a fixed position (Step S13); anddetermines an action effect on the basis of the action of each characterin the battle (Step S2-13).

On the other hand, the user terminal 20 carries out an output accordingto the received battle information (Step S14) and an output according toinformation (action effect information) indicating the determined actioneffect (Step S2-14).

As explained above, as one aspect of the second embodiment, the videogame processing server 10B is configured so as to include: anarrangement position determining section 110; a battle control section12; a mode setting section 13; an action effect determining section 14;and an arrangement position fixing section 15. Thus, the video gameprocessing server 10B determines the action effect based on the actionof each character in the battle; sets up the arrangement position ofeach character in the virtual space to the fixed position when thebattle mode is set up to the second battle mode; and determines theaction effect based on positional relationship information correspondingto the fixed position that is the specified arrangement position of eachcharacter. Therefore, it is possible to reduce a difference of gameexperience that may occur among a plurality of users between the case ofgenerating a photographed image on the basis of the arrangement in thevirtual space and the case of not generating it.

In this regard, in the example of the second embodiment described above,the case where the video game processing server 10B includes the variouskinds of functions has been explained as an example. However, the videogame processing system 100 may be configured so that the video gameprocessing server 10B does not include a part or all of the variouskinds of functions included in the video game processing server 10B, butthe user terminal (for example, the user terminal 20) includes the partor all of the functions.

Further, in the second embodiment, the action effect includes variouskinds of effects that can be generated by means of the action of thecharacter. The action effect according to the present embodimentincludes: a result generated by the character action (for example, anamount of decrease of the HP generated by the attack action); and arepresentation generated by the action of the character (for example, arepresentation using sound and an image generated by the attack action).

Further, in the second embodiment, the fixed position means a positionthat is never changed as a general rule. The fixed position according tothe present embodiment is not changed until a predetermined condition(for example, termination of a battle) is satisfied, and is then changedwhen the predetermined condition is satisfied. Namely, for example, in acase where the battle mode is set up to the second battle mode, acoordinate in the virtual space is set up to the player character; thecoordinate is not changed during progress of a battle; and thecoordinate is initialized (for example, to a state that no coordinate isset up) in a case where the battle is terminated.

Third Embodiment

FIG. 8 is a block diagram showing a configuration of the video gameprocessing server 10C that is an example of the video game processingserver 10 according to one embodiment of the present invention. Thevideo game processing server 10C at least includes: an arrangementposition specifying section 11; a battle control section 12; a modesetting section 13; an action effect determining section 14; and anarrangement position determining section 16.

The action effect determining section 14 has a function to determine anaction effect based on an action of each character in a battle.

The arrangement position determining section 16 has a function todetermine that an arrangement position of each character in the virtualspace is any one of a plurality of prescribed positions defined inadvance in a case where the mode setting section 13 sets up the battlemode to the second battle mode. Further, in the present embodiment, theaction effect determining section 14 has a function to determine anaction effect based on the positional relationship informationcorresponding to any one prescribed position, at which the character isarranged, specified by the arrangement position specifying section 11.

FIG. 9 is a flowchart showing an example of the game processing carriedout by the video game processing system 100. Hereinafter, operations ofthe video game processing server 10C and the user terminal 20 will bedescribed as an example. In this regard, explanation of a flowchartshowing an operation of each of the video game processing server 10C andthe user terminal 20 is omitted in view of avoidance of repeatingexplanation.

In the game processing according to the present embodiment, when thearrangement position is specified (Step S11), the video game processingserver 100 sets up the battle mode to the second battle mode (StepS3-11). Subsequently, the video game processing server 10C determinesthat the position of each character in the virtual space is any one of aplurality of prescribed positions defined in advance (Step S3-12);carries out a battle control in a state that the arrangement position isset to any one of the prescribed positions (Step S13); and determines anaction effect on the basis of the action of each character in the battle(Step S3-13).

On the other hand, the user terminal 20 carries out an output accordingto the received battle information (Step S14) and an output according tothe information indicating the determined action effect (that is, actioneffect information) (Step S3-14).

As explained above, as one aspect of the third embodiment, the videogame processing server 10C is configured so as to include: thearrangement position determining section 110; the battle control section12; the mode setting section 13; the action effect determining section14; and the arrangement position determining section 16. Thus, the videogame processing server 100 determines the action effect based on theaction of each character in the battle; sets up the arrangement positionof each character in the virtual space to any one of the plurality ofprescribed positions when the battle mode is set up to the second battlemode; and determines the action effect based on the positionalrelationship information corresponding to any one prescribed positionspecified by the arrangement position specifying section, at which eachcharacter is arranged. Therefore, it is possible to reduce a differenceof game experience that may occur among a plurality of users between thecase of generating a photographed image on the basis of arrangement inthe virtual space and the case of not generating it.

In this regard, although it has not been mentioned particularly in theexample of the third embodiment described above, the video gameprocessing server 10C may be configured so that the arrangement positiondetermining section 16 has a function to change the arrangement positioninto other prescribed position in accordance with progress of the battlecontrol. By configuring the video game processing server 10C in thismanner, it is possible to provide variety to progress of the battle. Inthis case, the video game processing server 10C may be configured sothat the arrangement position determining section 16 determines that theposition of each character in the virtual space is set to one prescribedposition defined in advance; and changes the arrangement position intoanother position in accordance with progress of the battle.

In this regard, in the example of the third embodiment described above,the case where the video game processing server 10C includes the variouskinds of functions has been explained as an example. However, the videogame processing system 100 may be configured so that the video gameprocessing server 10C does not include apart or all of the various kindsof functions included in the video game processing server 10C, but theuser terminal (for example, the user terminal 20) includes the part orall of the functions.

Fourth Embodiment

The video game processing server 10 (for example, the video gameprocessing servers 10A, 10B and 10C according to other embodiments, morespecifically, the mode setting section 13) may further include afunction to set up any one battle mode of the first battle mode and thesecond battle mode in accordance with performance information of thevideo game processing apparatus (for example, the user terminal 20).Hereinafter, a video game processing server 10D provided with a modesetting section having this function will be described.

Here, as an example of the performance information, it is thoughtvarious kinds of information indicating an operation environment of thevideo game processing apparatus (for example, the user terminal 20),such as an OS, a kind of browser, a line speed and the like. In thisregard, a method of acquiring the performance information by the videogame processing server 10D is not limited particularly. For example, thevideo game processing server 10D may be configured so that theperformance information is stored in a predetermined storage area thatcan be read out by the video game processing server 10D in processingindependent of the game processing, or so that the performanceinformation is transmitted from the user terminal 20 to the video gameprocessing server 10D as preprocessing of the game processing.

FIG. 10 is a flowchart showing an example of the game processing carriedout by the video game processing system 100. Hereinafter, an operationof each of the video game processing server 10D and the user terminal 20will be described as an example. In this regard, explanation of aflowchart showing an operation of each of the video game processingserver 10D and the user terminal 20 is omitted in view of avoidance ofrepeating explanation.

In the game processing according to the present embodiment, when thearrangement position is specified (Step S11), the video game processingserver 10D sets up any one battle mode of the first battle mode and thesecond battle mode in accordance with the performance information of theuser terminal 20 (Step S4-11).

As explained above, as one aspect of the fourth embodiment, the videogame processing server 10D is configured so as to include: thearrangement position specifying section 11; the battle control section12; and the mode setting section 13. Therefore, it is possible to set upany one battle mode of the first battle mode and the second battle modein accordance with the performance information of the video gameprocessing apparatus (for example, the user terminal 20). This makes itpossible for the user to play the video game in a mode suitable for theperformance of the computer (for example, the user terminal 20) readilyeven in a case where a plurality of modes exists.

In this regard, in the example of the fourth embodiment described above,the case where the video game processing server 10D includes the variouskinds of functions has been explained as an example. However, the videogame processing system 100 may be configured so that the video gameprocessing server 10D does not include a part or all of the variouskinds of functions included in the video game processing server 10D, butthe user terminal (for example, the user terminal 20) includes the partor all of the functions.

Fifth Embodiment

The video game processing server 10 (for example, the video gameprocessing servers 10A, 103, and 10C according to the other embodiments;more specifically, the mode setting section 13) may further have afunction to set up any one battle mode of the first battle mode and thesecond battle mode in response to a setup operation by a player.Hereinafter, a video game processing server 10E provided with a modesetting section having this function will be described.

Here, as an example of the setup operation, it is thought a selectionoperation by the player toward a game screen on which the first battlemode and the second battle mode are selectably displayed. In thisregard, timing that the video game processing server 10E receives the“setup operation by the player” used to set up a battle mode is notlimited particularly. For example, the video game processing system 100may be configured so that the video game processing server 10E receivesit at arbitrary timing before the game processing is started.Alternatively, the video game processing system 100 may be configured sothat the video game processing server 10E receives a setup operationfrom the user terminal 20 in the game processing.

FIG. 11 is a flowchart showing an example of the game processing carriedout by the video game processing system 100. Hereinafter, an operationof each of the video game processing server 10E and the user terminal 20will be described as an example. In this regard, explanation of aflowchart showing an operation of each of the video game processingserver 10E and the user terminal 20 is omitted in view of avoidance ofrepeating explanation.

In the game processing according to the present embodiment, when thearrangement position is specified (Step S11), the video game processingserver 10E sets up any one battle mode of the first battle mode and thesecond battle mode in response to a setup operation by the player of theuser terminal 20 (Step S5-11).

As explained above, as one aspect of the fifth embodiment, the videogame processing server 10E is configured so as to include: thearrangement position specifying section 11; the battle control section12; and the mode setting section 13. Thus, the video game processingserver 10E sets up any one battle mode of the first battle mode and thesecond battle mode in response to a setup operation of the player (forexample, the user of the user terminal 20). Therefore, it is possible tocause the player to play the video game in a mode according to desire ofthe player.

In this regard, in the example of the fifth embodiment described above,the case where the video game processing server 10E includes the variouskinds of functions has been explained as an example. However, the videogame processing system 100 may be configured so that the video gameprocessing server 10E does not include a part or all of the variouskinds of functions included in the video game processing server 10E, butthe user terminal (for example, the user terminal 20) includes the partor all of the functions.

Sixth Embodiment

FIG. 12 is a block diagram showing a configuration of a video gameprocessing server 10F according to one embodiment of the presentinvention. The video game processing server 10F at least includes: anarrangement position specifying section 11; a battle control section 12;a mode setting section 13; and an operation receiving section 17. Here,the first battle mode and the second battle mode according to theembodiments described above will be described more specifically.

The arrangement position specifying section 11 specifies a coordinate ofeach of various kinds of characters in a three-dimensional virtual spacein accordance with progress of the video game.

The battle control section 12 carries out a battle control in a battlemode set up by the mode setting section 13.

The mode setting section 13 sets up the determined mode in a specificsetup rule.

The operation receiving section 17 has a function to receive variouskinds of operational inputs by the player (for example, the user of theuser terminal 20). In the present embodiment, the operation receivingsection 17 receives various kinds of operations inputted via anoperating section (a mouse, a keyboard or a touch panel) included in theuser terminal 20 to the user terminal 20.

FIG. 13 is a flowchart showing an example of the game processing carriedout by the video game processing server 10F. In the game processingaccording to the present embodiment, when the mode is set up (Step S12),the video game processing server 10F determines whether the mode thusset up is the first battle mode or not (Step S6-11).

Here, in a case where it is determined that the mode thus set up is thefirst battle mode (“Yes” at Step S6-11), the video game processingserver 10F generates a photographed image (Step S6-12). In the presentembodiment, the video game processing server 10F generates thephotographed image by carrying out rendering on the basis of informationof various kinds of objects (including characters) arranged in thevirtual space (for example, coordinate information). In this regard, adimension of the virtual space is not limited particularly.

When the photographed image is generated, the video game processingserver 10F generates a battle screen including a photographed image(Step S6-13). In the present embodiment, the video game processingserver 10F generates a battle screen that includes a photographed imageand an image for predetermined play (for example, an image showing astatus of each character or an image for urging the player to carry outa predetermined operation in accordance with a progress status of thebattle).

On the other hand, in a case where it is determined that the mode thusset up is not the first battle mode because the battle mode is set up tothe second battle mode (“No” at Step S6-11), the video game processingserver 10F generates an arrangement image (Step S6-14). In the presentembodiment, the video game processing server 10F does not carry outrendering based on information of various kinds of objects arranged inthe virtual space, but generates the arrangement image in which eachcharacter is arranged at a predetermined position (for example,positions at which a position of the player character and a position ofother character are defined in advance) on the basis of specificinformation (for example, image information of each character arrangedin the virtual space).

When the arrangement image is generated, the video game processingserver 10F generates a battle screen including an arrangement image(Step S6-15). In the present embodiment, the video game processingserver 10F generates the battle screen including the arrangement imageand an image for predetermined play (for example, an image showing astatus of each character or an image for urging the player to carry outa predetermined operation in accordance with a progress status of thebattle).

As explained above, as one aspect of the sixth embodiment, the videogame processing server 10F is configured so as to include: thearrangement position specifying section 11; the battle control section12; the mode setting section 13; and the operation receiving section 17.Thus, the video game processing server 10F specifies the coordinate ofeach character in the three-dimensional virtual space in accordance withprogress of the video game; carries out the battle control in the firstbattle mode, in which the photographed image of the three-dimensionalvirtual space photographed by the virtual camera is displayed on thebattle screen, or the second battle mode, in which the arrangementimage, in which each of the plurality of characters is arranged at apredetermined position with no relationship with the arrangementposition of the corresponding character in the three-dimensional virtualspace, is displayed on the battle screen; sets the battle mode to anyone mode of the first battle mode and the second battle mode; andcarries out the battle control in the battle mode thus set up.Therefore, it is possible to reduce a difference that may occur in gameexperience of each of a plurality of users.

Namely, by providing a plurality of modes that has a difference in termsof whether to photograph by the virtual camera (that is, presence orabsence of rendering), it is possible for a plurality of users to selecta mode suitable for the corresponding user. In addition, it becomespossible to realize the video game in which it is common to usearrangement in the virtual space. As a result, it is possible to make adifference of game experience, which the player can feel by playing thetwo modes, smaller.

In this regard, in the example of the sixth embodiment described above,the case where the video game processing server 10F includes the variouskinds of functions has been explained as an example. However, the videogame processing system 100 may be configured so that the video gameprocessing server 10F does not include apart or all of the various kindsof functions included in the video game processing server 10F, but theuser terminal (for example, the user terminal 20) includes the part orall of the functions.

In this regard, although it has not been mentioned particularly in theexample of the six embodiment described above, the video game processingserver 10F may be configured so as to use a common image both in thefirst battle mode and in the second battle mode as an image forpredetermined play. By configuring the video game processing system 100in this manner, it is possible to make a difference of game experienceapplied to the player by the first battle mode and the second battlemode smaller.

In this regard, although it has not been mentioned particularly in theexample of the six embodiment described above, the video game processingserver 10F may be configured so as to use an image according to aproperty of each mode as an image for predetermined play. In this case,the video game processing system 100 may be configured so that an “imageassociated with the character position in the photographed imagedisplayed on the battle screen” is used in accordance with acharacteristic that includes an “image in which characters arranged inthe virtual space are photographed” in the first battle mode as theimage according to the property of each mode, for example. Namely, thevideo game processing server 10F may be configured so as to use an image(as a concrete example, an HP gauge indicating a remaining HP of anenemy character) that is arranged at the left side when an enemycharacter is displayed at the left side on the battle screen or isarranged at the right side when the enemy character is displayed at theleft side on the battle screen, for example.

Seventh Embodiment

FIG. 14 is a flowchart showing an example of the game processing carriedout by the video game processing server 10 according to one embodimentof the present invention. Here, the first battle mode will be describedmore specifically.

In the game processing according to the present embodiment, when thearrangement position is specified (Step S11), the video game processingserver 10 sets up the battle mode to the first battle mode (Step S7-11).Subsequently, the video game processing server 10 generates a battlescreen including a photographed image (Step S7-12).

When the battle screen is generated, the video game processing server 10carries out processing to control movement of the character (movementcontrolling processing) (Step S100). The movement controlling processingaccording to the present embodiment will be described later in detail(see FIG. 15).

When the movement controlling processing is carried out (Step S100), thevideo game processing server 10 carries out processing to controlselection of a command by a player and execution of the command by aplayer character (or processing to cause the user terminal to control)(first command controlling processing) (Step S200). The first commandcontrolling processing according to the present embodiment will bedescribed later in detail (see FIG. 16).

When the first command controlling processing is carried out (StepS200), the video game processing server 10 determines whether the battleis terminated or not (Step S7-13). Here, in a case where it isdetermined that the battle is not terminated because a predeterminedbattle terminated condition is not satisfied (“No” at Step S7-13), thevideo game processing server 10 causes the processing flow to proceed tothe process at Step S100. On the other hand, in a case where it isdetermined that the battle is terminated because the predeterminedbattle terminated condition is satisfied (“Yes” at Step S7-13), thevideo game processing server 10 terminates the processing herein.

FIG. 15 is a flowchart showing an example of the movement controllingprocessing carried out by the video game processing server 10. Here, thecase where the video game processing server 10 generates thephotographed image in response to movement of the player character willbe described as an example. In this regard, the video game processingserver 10 receives an operation of the player via the user terminal 20.

In the movement controlling processing, the video game processing server10 first determines whether an operation of the player is received ornot (Step S101). Here, in a case where it is determined that theoperation of the player is received because a predetermined movementoperation is received (“Yes” at Step S101), the video game processingserver 10 moves the player character and the virtual camera inaccordance with the operation of the player (Step S102).

On the other hand, in a case where it is determined, in the process atStep S101, that an operation of the player is not received, for example,because a predetermined time elapses since the operation was receivedfinally (“No” at Step S101), the video game processing server 10 movesthe player character and the virtual camera in accordance with apredetermined movement rule (Step S103). In this regard, since a knownart is used for the method of controlling movement of the character inaccordance with the predetermined movement rule, detailed explanationherein is omitted.

When the player character and the virtual camera is moved, the videogame processing server 10 generates a photographed image (Step S104).

When the photographed image is generated, the video game processingserver 10 generates a battle screen including the generated photographedimage (Step S105).

When the battle screen is generated, the video game processing server 10determines whether the movement control is to be terminated or not (StepS106). Here, in a case where it is determined that the movement controlis not to be terminated (“No” at Step S106), the video game processingserver 10 causes the processing flow to proceed to the process at StepS101. On the other hand, in a case where it is determined that themovement control is to be terminated, for example, because a startcondition for other processing related to progress of the video game(for example, processing to control execution of the command by thecharacter) is satisfied (“Yes” at Step S106), the video game processingserver 10 terminates the processing herein, and causes the processingflow to proceed to the process at Step S200 in the game processing (seeFIG. 14).

FIG. 16 is a flowchart showing an example of the first commandcontrolling processing carried out by the video game processing server10. Here, the case where an action (excluding movement) of the playercharacter is controlled by a command selected in accordance with thecommand selected by the player or a predetermined rule will be describedas an example. In this regard, the video game processing server 10receives an operation of the player via the user terminal 20.

In the first command controlling processing, the video game processingserver 10 first determines whether it is action timing of the playercharacter or not (Step S201). Here, in a case where it is determinedthat it is not the action timing of the player character, for example,because an action value corresponding to the player character does notaccumulate to a predetermined amount (“No” at Step S201), the video gameprocessing server 10 terminates the processing herein, and causes theprocessing flow to proceed to the process at Step S7-13 in the gameprocessing.

On the other hand, in a case where the action value corresponding to theplayer character accumulates to the predetermined amount, for example,because the predetermined time elapses after the action of the playercharacter, the video game processing server 10 determines that it is theaction timing of the player character (“Yes” at Step S201), anddetermines whether a command has been determined or not (Step S202). Inthe present embodiment, the user terminal 20 may determine the actionthat the player character is caused to carry out at the action timing onthe basis of an operation of the player in spite of whether it is theaction timing or not. Here, in a case where it is determined that thecommand has been determined, for example, because the command selectionoperation by the player has already been received (“Yes” at Step S202),the video game processing server 10 causes the processing flow toproceed to the process at Step S204 (will be described later).

On the other hand, in a case where it is determined that the command hasnot been determined, for example, because a command corresponding to theplayer character is set up in a predetermined storage area (“No” at StepS202), the video game processing server 10 determines a command inaccordance with a predetermined rule (Step S203). In the presentembodiment, the video game processing server 10 determines a commandthat the player character is caused to carry out on the basis ofstrategy set up to a party including the player character.

After it becomes a state that the command is determined, the video gameprocessing server 10 determines whether the position of the playercharacter is a position corresponding to the determined command or not(Step S204). In the present embodiment, there are plural kinds ofcommands each of which can be set up to the player character. Each ofthe plural kinds of commands is associated with any one of a “longdistance”, a “middle distance” and a “short distance (close range)”. Thevideo game processing server 10 determines whether the position of theplayer character is the position corresponding to the command or not onthe basis of the position of the player character and the position ofthe character (action target character) that becomes an execution target(for example, an attack target in the case of an attack) of an actionindicated by the command. Here, in a case where it is determined thatthe position of the player character is the position corresponding tothe command (“Yes” at Step S204), the video game processing server 10causes the processing flow to proceed to a process at Step S206 (will bedescribed later).

On the other hand, in a case where it is determined that the position ofthe player character is not the position corresponding to the command(“No” at Step S204), the video game processing server 10 moves theplayer character toward the position corresponding to the command (StepS205). In the present embodiment, the video game processing server 10derives the shortest route through which the position of the playercharacter becomes the position corresponding to the command, andcontrols the movement of the player character so as to move on thederived shortest route. Namely, for example, in a case where a distancecorresponding to the determined command is a “short distance” and adistance between the position of the player character and the positionof the action target character exceeds the distance corresponding to the“short distance”, the video game processing server 10 moves the playercharacter toward the position of the action target character. In thisregard, the video game processing server 10 may be configured so as toreceive an operation of the player at this time and to control movementof the player character. In this case, the video game processing server10 may be configured so as to receive a change operation of the commanduntil the position of the player character reaches (or becomes) theposition corresponding to the command.

After the position of the player character becomes the positioncorresponding to the command, the video game processing server 10carries out processing according to the command (Step S206). In thepresent embodiment, the video game processing server 10 generates a gamescreen according to the command (for example, a screen indicating anexecution process of an attack or a recovery magic by the playercharacter), and causes a display device to display the generated gamescreen.

When the processing according to the command is carried out, the videogame processing server 10 determines an effect (command effect; forexample, a size of an HP reduction amount generated by an attack, a sizeof an HP recovery amount generated by a recovery magic) that is given tothe progress of the video game on the basis of the fact that theprocessing according to the command is carried out (Step S207), andcauses the processing flow to proceed to the process at Step S7-13 inthe game processing. In the present embodiment, the user terminal 20 maybe configured so that the shorter the distance from the character thatcarries out the action (action executing character) to the action targetcharacter is, the larger the command effect becomes.

As explained above, as one aspect of the seventh embodiment, the videogame processing server 10 specifies the arrangement position of at leastone character in the virtual space in accordance with progress of thevideo game; sets up the first battle mode; and carries out a battlecontrol in the first battle mode in which the photographed image of thevirtual space photographed by the virtual camera is displayed on thebattle screen (more specifically, carries out generation of the battlescreen, the movement controlling processing, the first commandcontrolling processing, and battle determining processing). Therefore,it is possible to improve interest of the player in the video game inthe range that the difference of game experience applied to the playerdoes not become excessive compared with “the second battle mode in whichno photographed image is generated on the basis of the arrangement inthe virtual space”.

Namely, the first battle mode and the second battle mode correspond witheach other in terms of “usage of the arrangement position in the virtualspace”. Therefore, it is possible to reduce a difference of gameexperience between the first battle mode and the second battle mode,which may occur due to whether the photographed image is used or not.

In this regard, in the example of the second embodiment described above,the case where the video game processing server 10 includes the variouskinds of functions has been explained as an example. However, the videogame processing system 100 may be configured so that the video gameprocessing server 10 does not include a part or all of the various kindsof functions included in the video game processing server 10, but theuser terminal (for example, the user terminal 20) includes the part orall of the functions.

Eighth Embodiment

FIG. 17 is a flowchart showing an example of the game processing carriedout by the video game processing server 10 according to one embodimentof the present invention. Here, the second battle mode will be describedmore specifically.

In the game processing according to the present embodiment, when thearrangement position is specified (Step S11), the video game processingserver 10 sets up the battle mode to the second battle mode (StepS8-11). Subsequently, the video game processing server 10 fixes anarrangement position of each character in the virtual space (StepS8-12), and generates a battle screen including an arrangement image(Step S8-13).

When the battle screen is generated, the video game processing server 10carries out processing (second command controlling processing) tocontrol selection of a command by the player and execution of thecommand by the player character (or to cause the user terminal tocontrol) (Step S300). The second command controlling processingaccording to the present embodiment will be described later in detail(see FIG. 18).

When the second command controlling processing is carried out (StepS300), the video game processing server 10 determines whether the battleis terminated or not (Step S8-14). Here, in a case where it isdetermined that the battle is not terminated because a predeterminedbattle terminated condition is not satisfied (“No” at Step S8-14), thevideo game processing server 10 causes the processing flow to proceed tothe process at Step S300. On the other hand, in a case where it isdetermined that the battle is terminated because the predeterminedbattle terminated condition is satisfied (“Yes” at Step S8-14), thevideo game processing server 10 terminates the processing herein.

FIG. 18 is a flowchart showing an example of the second commandcontrolling processing carried out by the video game processing server10. Here, the case where an action (excluding movement) of the playercharacter is controlled by a command selected in accordance with thecommand selected by the player or a predetermined rule will be describedas an example. In this regard, the video game processing server 10receives an operation of the player via the user terminal 20.

In the second command controlling processing, the video game processingserver 10 first determines whether it is action timing of the playercharacter or not (Step S301). Here, in a case where it is determinedthat it is not action timing of the player character, for example,because the action value according to the player character does notaccumulate to the predetermined amount (“No” at Step S301), the videogame processing server 10 terminates the processing herein, and causesthe processing flow to proceed to the process at Step S8-14 in the gameprocessing (see FIG. 17).

On the other hand, for example, in a case where the action valuecorresponding to the player character accumulates to the predeterminedamount because the predetermined time elapses after the action of theplayer character, the video game processing server 10 determines that itis the action timing of the player character (“Yes” at Step S301), anddetermines whether a command has been determined or not (Step S302). Inthe present embodiment, the video game processing server 10 maydetermine an action to cause the player character to carry out when itbecomes the action timing on the basis of an operation of the player inspite of whether it is the action timing or not. Here, in a case whereit is determined that the command has been determined, for example,because a command selection operation by the player has already beenreceived (“Yes” at Step S302), the video game processing server 10causes the processing flow to proceed to a process at Step S304 (will bedescribed later).

On the other hand, in a case where it is determined that the command hasnot been determined, for example, because a command corresponding to theplayer character is not set up in a predetermined storage area (“No” atStep S302), the video game processing server 10 determines a command inaccordance with a predetermined rule (Step S303). In the presentembodiment, the video game processing server 10 determines a commandthat the player character is caused to carry out on the basis ofstrategy set up to the party including the player character. In thisregard, in the present embodiment, since the arrangement position ofeach character in the three-dimensional virtual space is fixed, thevideo game processing server 10 restricts a command that can be set upto the player character on the basis of a distance between therespective characters in the three-dimensional virtual space.

The video game processing server 10 carries out processing according tothe command after it becomes a state that the command is determined(Step S304). In the present embodiment, the video game processing server10 generates a game screen according to the command (for example, ascreen showing an execution process of an attack or a recovery magic bythe player character), and sets up the generated game screen to a battlescreen. In this regard, the battle screen generated by the video gameprocessing server 10 is transmitted to the user terminal 20, anddisplayed on the display screen of the display device included in theuser terminal 20.

When the processing according to the command is carried out, the videogame processing server 10 determines an effect (command effect) given toprogress of the video game on the basis of the fact that the processingaccording to the command is carried out (Step S305), and causes theprocessing flow to proceed to the process at Step S8-14 in the gameprocessing. In the present embodiment, the video game processing server10 may be configured so that the shorter the distance from the characterthat carries out the action (action executing character) to the actiontarget character is, the larger the command effect becomes.

As explained above, as one aspect of the eighth embodiment, the videogame processing server 10 is configured so as to: set up (or fix) thearrangement position of each character in the virtual space to the fixedposition when the battle mode is set up to the second battle mode; anddetermines the action effect based on positional relationshipinformation corresponding to the fixed position that is the specifiedarrangement position of each character (more specifically, determinesthe command effect by the second command controlling processing).Therefore, it is possible to reduce a difference of game experience thatmay occur among a plurality of users between the case of generating aphotographed image on the basis of the arrangement in the virtual spaceand the case of not generating it.

Further, in a case where the battle mode is set up to the second battlemode at Step S303 in FIG. 18, the video game processing server 10 mayalso be configured so as to ignore a distance associated with eachcommand (that is, a distance as an execution condition of the command).Thus, even in a case where an arrangement position of a character in thethree-dimensional virtual space is fixed, parameters other than thedistance associated with each command are treated in the same manner asthe first battle mode. This makes it possible to further reduce thedifference of game experience that may occur among a plurality of usersbetween the case of generating a photographed image on the basis of thearrangement in the virtual space and the case of not generating it.

In this regard, in the example of the eighth embodiment described above,the case where the video game processing server 10 includes the variouskinds of functions has been explained as an example. However, the videogame processing system 100 may be configured so that the video gameprocessing server 10 does not include a part or all of the various kindsof functions included in the video game processing server 10, but theuser terminal (for example, the user terminal 20) includes the part orall of the functions.

Ninth Embodiment

FIG. 19 is a flowchart showing an example of the game processing carriedout by the video game processing server 10 according to one embodimentof the present invention. Here, the prescribed position in the secondbattle mode will be described more specifically.

In the game processing according to the present embodiment, the videogame processing server 10 first specifies an arrangement position (StepS9-11). In the present embodiment, the video game processing server 10specifies a coordinate indicating the virtual space in response to anoperation of the player as an arrangement position. In this regard, thevideo game processing server 10 may be configured so that the processingto specify the arrangement position before the mode is set up isomitted.

When the arrangement position is specified, the video game processingserver 10 sets up the battle mode to the second battle mode (StepS9-12). Subsequently, the video game processing server 10 determinesthat the arrangement position of each character in the virtual space isanyone of a plurality of prescribed positions defined in advance (StepS9-13).

When the arrangement position of each of the characters is determined,the video game processing server 10 generates a battle screen includingan arrangement image (Step S9-14). In the present embodiment, the videogame processing server 10 generates a battle screen including anarrangement image in which an image corresponding to each character isarranged at a predetermined position with no relationship with thearrangement position of the corresponding character in the virtualspace. Namely, in the second battle mode according to the presentembodiment, the video game processing server 10 does not photograph thevirtual space by means of the virtual camera.

When the battle screen is generated, the video game processing server 10carries out processing to control selection of a command by the player,execution of the command by the player character and a change in thearrangement positions of each character (or processing to cause the userterminal to control them) (third command controlling processing) (StepS400). The third command controlling processing according to the presentembodiment will be described later in detail (see FIG. 20).

When the third command controlling processing is carried out (StepS400), the video game processing server 10 determines whether the battleis terminated or not (Step S9-15). Here, in a case where it isdetermined that the battle is not terminated because a predeterminedbattle terminated condition is not satisfied (“No” at Step S9-15), thevideo game processing server 10 causes the processing flow to proceed tothe process at Step S400. On the other hand, in a case where it isdetermined that the battle is terminated because the predeterminedbattle terminated condition is satisfied (“Yes” at Step S9-15), thevideo game processing server 10 terminates the processing herein.

FIG. 20 is a flowchart showing an example of the third commandcontrolling processing carried out by the video game processing server10. Here, the case where an arrangement position of the player characteris changed by a command selected in accordance with a command selectedby the player or a predetermined rule will be described as an example.In this regard, the video game processing server 10 receives anoperation of the player via the user terminal 20.

In the third command controlling processing, the video game processingserver 10 first determines whether it is action timing of the playercharacter or not (Step S401). Here, in a case where it is determinedthat it is not the action timing of the player character, for example,because an action value corresponding to the player character does notaccumulate to a predetermined amount (“No” at Step S401), the video gameprocessing server 10 terminates the processing herein, and causes theprocessing flow to proceed to the process at Step S9-15 in the gameprocessing.

On the other hand, for example, in a case where the action valuecorresponding to the player character accumulates to the predeterminedamount because the predetermined time elapses after the action of theplayer character, the video game processing server 10 determines that itis the action timing of the player character (“Yes” at Step S401), anddetermines whether the command has been determined or not (Step S402).Here, in a case where it is determined that the command has beendetermined, for example, because a command selection operation by theplayer has already been received (“Yes” at Step S402), the video gameprocessing server 10 causes the processing flow to proceed to a processat Step S404 (will be described later).

On the other hand, in a case where it is determined that the command hasnot been determined, for example, because a command corresponding to theplayer character is not set up in a predetermined storage area (“No” atStep S402), the video game processing server 10 determines a command inaccordance with a predetermined rule (Step S403).

After it becomes a state that the command is determined, the video gameprocessing server 10 determines whether the position of the playercharacter is a position corresponding to the determined command or not(Step S404). In the present embodiment, there are plural kinds ofcommands each of which can be set up to the player character. Each ofthe plural kinds of commands is associated with any one of a pluralityof prescribed positions (for example, any one of the “long distance”,the “middle distance” and the “short distance”). The video gameprocessing server 10 determines whether the position of the playercharacter is the prescribed position corresponding to the command or noton the basis of the position of the player character and the position ofthe character (action target character) that becomes an execution target(for example, an attack target in the case of an attack) of an actionindicated by the command. Here, in a case where it is determined thatthe position of the player character is the prescribed positioncorresponding to the command (“Yes” at Step S404), the video gameprocessing server 10 causes the processing flow to proceed to a processat Step S406 (will be described later).

On the other hand, in a case where it is determined that the position ofthe player character is not the prescribed position corresponding to thecommand (“No” at Step S404), the video game processing server 10 changesthe arrangement position of the player character in the virtual spaceinto the prescribed position corresponding to the command (Step S405).In the present embodiment, the video game processing server 10 changesthe coordinate of the player character, thereby carrying out the changeof the arrangement position.

After the position of the player character becomes the prescribedposition corresponding to the command, the video game processing server10 carries out processing according to the command (Step S406).

When the processing according to the command is carried out, the videogame processing server 10 determines an effect (command effect) given toprogress of the video game on the basis of the fact that the processingaccording to the command is carried out (Step S407), and causes theprocessing flow to proceed to the process at Step S9-15 in the gameprocessing. In the present embodiment, the video game processing server10 may be configured so that the shorter the distance from thearrangement position (that is, any one of the prescribed positions) ofthe character (the action executing character) that carries out theaction to the action target character is, the larger the command effectbecomes.

As explained above, as one aspect of the ninth embodiment, the videogame processing server 10 determines the action effect based on theaction of each character in the battle; sets up the arrangement positionof each character in the virtual space to any one of the plurality ofprescribed positions when the battle mode is set up to the second battlemode; and determines the action effect based on the positionalrelationship information corresponding to any one prescribed positionspecified by the arrangement position specifying section, at which eachcharacter is arranged (more specifically, determines the command effectby the third command controlling processing). Therefore, it is possibleto reduce a difference of game experience that may occur among aplurality of users between the case of generating a photographed imageon the basis of arrangement in the virtual space and the case of notgenerating it.

Further, in a case where the battle mode is set to the second battlemode at Step S9-14 in FIG. 19, the video game processing server 10 maybe configured so as to photograph the virtual space by the virtualcamera and generate a battle screen including a photographed image andan arrangement image. In this case, it is preferable that a processingload and a communication load at the setup of the second battle modebecome lower than the case where the battle mode is set up to the firstbattle mode by narrowing a photographed range by the virtual cameracompared with the first battle mode, or making resolution of thephotographed image lower compared with the first battle mode, forexample. By configuring the video game processing system 100 in thismanner, it is possible to further reduce the difference of gameexperience that may occur between the case of playing the video game inthe first battle mode and the case of playing the video game in thesecond battle mode.

In this regard, the video game processing system 100 may be configuredso that the video game processing server 10 generates the battle screenincluding the photographed image and the arrangement image in a casewhere the battle mode is set up to the first battle mode.

In this regard, in the example of the ninth embodiment described above,the case where the video game processing server 10 includes the variouskinds of functions has been explained as an example. However, the videogame processing system 100 may be configured so that the video gameprocessing server 10 does not include a part or all of the various kindsof functions included in the video game processing server 10, but theuser terminal (for example, the user terminal 20) includes the part orall of the functions.

Tenth Embodiment

FIG. 21 is a flowchart showing an example of the game processing carriedout by the video game processing server 10 according to one embodimentof the present invention. Here, a setup of a battle mode in accordancewith performance information of the user terminal 20 will be describedmore specifically.

In the game processing according to the present embodiment, when thearrangement position of each character is specified (Step S11), thevideo game processing server 10 determines whether performance (forexample, specification) of the user terminal 20 satisfies a recommendedoperation condition for the first battle mode or not (Step S10-11). Inthe present embodiment, the video game processing server 10 determineswhether the specification of the user terminal 20 satisfies therecommended operation condition for the first battle mode or not bycomparing information that indicates a recommended operation conditionstored in a storage device included in the video game processing server10 (recommended operation condition information) with specificationinformation of the user terminal 20 that is received from the userterminal 20 and stored in advance. Here, in a case where it isdetermined that the specification of the user terminal 20 satisfies therecommended operation condition for the first battle mode (“Yes” at StepS10-11), the video game processing server 10 sets up the battle mode tothe first battle mode (Step S10-12).

On the other hand, in a case where it is determined that thespecification of the user terminal 20 does not satisfy the recommendedoperation condition for the first battle mode (“No” at Step S10-11), thevideo game processing server 10 sets up the battle mode to the secondbattle mode (Step S10-13).

When the battle mode is set up, the video game processing server 10carries out the battle control in the battle mode thus set up (StepS13).

As explained above, as one aspect of the tenth embodiment, the videogame processing server 10 sets up the battle mode to any one battle modeof the first battle mode and the second battle mode in accordance withthe performance information of the video game processing apparatus (forexample, the specification information of the user terminal 20); andcarries out a battle control in the battle mode thus set up. Therefore,it is possible to control progress of the video game in a mode suitablefor performance of the computer.

In this regard, the video game processing server 10 may be configured soas to select a battle mode to be set up in accordance with its ownperformance information. For example, its own performance information isinformation indicating performance of the video game processing server10. Further, its own performance information may be information thatinfluence on performance of the server indirectly or directly. Anexample of such information includes the access number to the video gameprocessing server 10 and a maintenance status of the video gameprocessing server 10.

In this regard, in the example of the tenth embodiment described above,the case where the video game processing server 10 includes the variouskinds of functions has been explained as an example. However, the videogame processing system 100 may be configured so that the video gameprocessing server 10 does not include apart or all of the various kindsof functions included in the video game processing server 10, but theuser terminal (for example, the user terminal 20) includes the part orall of the functions.

Eleventh Embodiment

FIG. 22 is a flowchart showing an example of the game processing carriedout by the video game processing server 10 according to at least oneembodiment of the present invention. Here, an operation to set up thebattle mode in accordance with a setup operation by the player will bedescribed more specifically.

In the game processing according to the present embodiment, whenarrangement of each character is specified, the video game processingserver 10 determines whether a setup operation for the first battle modeis received or not (Step S11-11). In this regard, the video gameprocessing server 10 receives an operation for a player via the userterminal 20.

Here, in a case where it is determined that no setup operation for thefirst battle mode is received (“No” at Step S11-11), the video gameprocessing server 10 sets up the battle mode to the second battle mode(Step S11-12), and carries out a battle control in the battle mode thusset up (Step S13).

On the other hand, in a case where it is determined that the setupoperation for the first battle mode is received (“Yes” at Step S11-11),the video game processing server 10 determines whether it is in arecommended operation environment or not (Step S11-13). In the presentembodiment, the video game processing server 10 determines whether it isin the recommended operation environment for the first battle mode ornot by comparing performance information of the user terminal 20 storedin the storage device therein with the recommended operation conditioninformation. Here, in a case where it is determined that it is in therecommended operation environment, for example, because a version ofeach of an OS, a browser and a CPU of the user terminal 20 satisfies therecommended operation condition (“Yes” at Step S11-13), the video gameprocessing server 10 causes the processing flow to proceed to a processat Step S11-16 (will be described later).

On the other hand, in a case where it is determined that it is not therecommended operation environment (“No” at Step S11-13), the video gameprocessing server 10 gives the player a warning that it is not therecommended operation environment (Step S11-14). In the presentembodiment, the video game processing server 10 generates a warningscreen for informing the player that there is a possibility that playingin the first battle mode causes inconvenient situation for the player(for example, an operation speed becomes slower; and transmits thegenerated warning screen to the user terminal 20.

When the warning is given to the player, the video game processingserver 10 determines whether a warning is accepted or not (Step S11-15).In the process at Step S11-14, for example, the video game processingserver 10 generates a warning screen (for example, a warning screenprovided with a virtual button for answer) that has a function to make aquery about whether the warning is accepted or not against the player.Thus, it is possible to determine whether the warning is accepted ornot.

Here, in a case where it is determined that the warning is not accepted(“No” at Step S11-15), the video game processing server 10 causes theprocessing flow to proceed to the process at Step S11-11. Namely, thevideo game processing server 10 does not accept or permit a setup of thefirst battle mode in a case where the player does not accept thewarning.

On the other hand, in a case where it is determined that the warning isaccepted (“Yes” at Step S11-15), the video game processing server 10sets up the battle mode to the first battle mode (Step S11-16), andcarries out the battle control in the battle mode thus set up (StepS13).

As explained above, as one aspect of the eleventh embodiment, the videogame processing server 10 is configured so as to set up any one battlemode of the first battle mode and the second battle mode in accordancewith a setup operation by the player (more specifically, sets up thebattle mode after a warning is given to the user if needed). Therefore,it is possible for the player to play the video game in a mode accordingto desire of the player.

Further, the video game processing system 100 may be configured so thatthe video game processing server 10 sets up the battle mode to thesecond battle mode in a case where it is determined at Step S11-15 inFIG. 22 that warning is not accepted. This makes it possible to sametime to receive a setup operation by the player again.

Further, the video game processing server 10 can be configured so that,in a case where it is determined at Step S11-15 in FIG. 22 that thewarning is not accepted, the video game processing server 10 generates agame screen (that is, an informing screen) for informing the player thatthe second battle mode is a mode with a lower processing load than thefirst battle mode, for example, because rendering is not required, butis a mode for providing game experience similar to that in the firstbattle mode; and transmits the generated inform screen to the userterminal 20. This makes it possible to avoid a situation that interestin the video game of the player from is got away due to the warning.

Twelfth Embodiment

FIG. 23 is a block diagram showing a configuration of a user terminal20L that is an example of the user terminal 20 according to oneembodiment of the present invention. In the present embodiment, the userterminal 20L at least includes: an arrangement position specifyingsection 21; a battle control section 22; a mode setting section 23; anda battle control information transmitting section 28.

The arrangement position specifying section 21 has a function to specifyan arrangement position of a character in the virtual space inaccordance with progress of the video game.

The battle control section 22 has a function to control a battle in anyone of plural kinds of battle modes. In the present embodiment, thebattle control section 22 has a function to carry out a battle controlin the first battle mode (first battle controlling function) and afunction to carry out a battle control in the second battle mode (secondbattle controlling function).

The mode setting section 23 has a function to set up any one battle modeof the first battle mode and the second battle mode.

The battle control information transmitting section 28 has a function totransmit battle control information (for example, a log) to the videogame processing server 10 connected via the communication network 30.The battle control information indicates the control content of thebattle control.

Here, one example of the battle control information is various kinds ofinformation that can be stored or accumulated in accordance withprogress of the battle. As concrete examples, there are a movementhistory of each character, an action history and the like. Further, thebattle control information may be configured so as to be capable ofreproducing the battle control from the beginning to the end, or to becapable of reproducing only a portion for which a predeterminedcondition (for example, for one minute before termination of the battle)is satisfied.

FIG. 24 is a flowchart showing an example of the game processing carriedout by the user terminal 20L.

In the game processing according to the present embodiment, when thebattle control is carried out (Step S23), the user terminal 20L firstdetermines whether it is transmission timing of the battle controlinformation or not (Step S12-21). In the present embodiment, the userterminal 20L determines that it is the transmission timing of the battlecontrol information in a case where the predetermined time elapses orthe player does not carry out an operational input for a specific time.

Here, in a case where it is determined that it is not the transmissiontiming of the battle control information (“No” at Step S12-21), the userterminal 20 causes the processing flow to proceed to the process at StepS23 in FIG. 22.

On the other hand, in a case where it is determined that it is thetransmission timing of the battle control information (“Yes” at StepS12-21), the user terminal 20L transmits the battle control informationto the video game processing server 10 in accordance with apredetermined transmission rule (Step S12-22). In the presentembodiment, the user terminal 20 transmits all pieces of the battlecontrol information thus stored to the video game processing server 10.

When the battle control information is transmitted, the user terminal 20determines whether the battle is terminated or not (Step S12-23). Here,in a case where it is determined that the battle is not terminatedbecause a predetermined battle terminated condition is not satisfied(“No” at Step S12-23), the user terminal 20L causes the processing flowto proceed to the process at Step S23. On the other hand, in a casewhere it is determined that the battle is terminated because thepredetermined battle terminated condition is satisfied (“Yes” at StepS12-23), the user terminal 20L terminates the processing herein.

As explained above, as one aspect of the twelfth embodiment, the userterminal 20L is configured so as to: include the arrangement positionspecifying section 21; the battle control section 22; the mode settingsection 23; and the battle control information transmitting section 28.Therefore, by transmitting the battle control information, whichindicates the control content of the battle control, to the video gameprocessing server via the communication network, for example, it ispossible to make an investigation for finding out a so-called cheataction.

Further, transmission determination timing of the battle controlinformation by the user terminal 20L is not limited particularly. Forexample, the transmission determination timing may be configured so asto use elements different from time when an HP of an enemy characterbecomes a predetermined value and an operation of the player. However,it is preferable that the transmission determination timing may beconfigured so that a processing load to transmit the battle controlinformation does not become excessive.

Further, although it has not been mentioned particularly in the twelfthembodiment described above, the video game processing system 100 may beconfigured so that: the user terminal 20L receives an operation (thatis, a skip operation) to request to skip processing for progress of thebattle and derive a battle result; carries out processing to derive thebattle result when each character is operated in a specific rule (skipprocessing); and transmits battle control information indicating thecourse of the skip processing to the video game processing server 10,whereby a progress process of the battle during skipping can bereproduced.

In this regard, in the example of the twelfth embodiment describedabove, the case where the user terminal 20L includes the various kindsof functions has been explained as an example. However, the video gameprocessing system 100 may be configured so that the user terminal 20Ldoes not include a part or all of the various kinds of functionsincluded in the user terminal 20L, but the video game processingapparatus (for example, the video game processing server 10) includesthe part or all of the functions. By configuring the video gameprocessing system 100 in this manner, a manager (or an administrator) ofthe video game is allowed to make an investigation for finding out aso-called cheat action, and the player is allowed to confirm a state ofthe battle during skipping after the skip processing is terminated.

Thirteenth Embodiment

FIG. 25 is an explanatory drawing showing an example of a storage stateof video game information stored in a storage device according to oneembodiment of the present invention. The storage device is configured bya database apparatus, for example. The storage device is a storagemedium for storing various kinds of information regarding the video gamewhose progress is controlled by the video game processing system 100 andvarious kinds of data such as a control program for the video game.

Here, an outline of the video game whose progress is controlled by thevideo game processing system 100 will be described. In the presentembodiment, the video game processing system 100 controls progress ofthe video game (for example, a so-called online RPG or a browser game)in which a plurality of characters including the player characteroperated by the user (player) via any of the plurality of user terminals20, 201 to 20N (that is, the corresponding user terminal).

In the present embodiment, the video game is configured so as to containa battle scene in which a character (that is, the player character oravatar) operated by the player (that is, an operator of the userterminal), which is his or her own avatar in the virtual space battlesan enemy character. In the video game according to the presentembodiment, a user can take an avatar of other user to a battle as afriend (friend character) that battles an enemy character together. Inthe present embodiment, the user selects one quest in which a battleagainst an enemy character is set up as a task from a plurality ofquests (for example, a task with which a character that appears in thevideo game is associated), thereby carrying out the battle against theenemy character.

In the present embodiment, a real view mode and a simple view mode areprovided as the battle mode.

The real view mode is a mode in which a photographed image of thevirtual space photographed by the virtual camera is displayed on thebattle screen. In the real view mode, a state that various kinds ofcharacters move in the three-dimensional virtual space is displayed onthe display screen of the display device. Namely, the real view mode isone example of the first battle mode described above.

FIG. 26 is an explanatory drawing for explaining the real view mode. Asshown in FIG. 26, in the real view mode, a battle screen (that is, areal view screen) expressing that a player character PC, a plurality offriend characters FC1 to FC3 and an enemy character EC are arranged inthe three-dimensional virtual space is displayed. The player can move aposition of the virtual camera by moving the player character, forexample.

FIG. 27 is an explanatory drawing for explaining an example of acontroller image displayed in the real view mode. As shown in FIG. 27,in the present embodiment, a browser screen display area BS and a gamescreen display area GS are provided on the display screen of the displaydevice included in the user terminal 20, for example. In a case where apredetermined movement operation by the player (for example, a dragoperation using the mouse connected to the user terminal 20) is receivedin a state that a quest screen (that is, a real view screen) in the realview mode is displayed in the game screen display area GS, the userterminal 20 causes the display device to display a controller image CIon the basis of a position of a mouse cursor.

The controller image CI includes a direction instruction portion DI thatmoves on an outer edge of the controller image CI. In the presentembodiment, the user terminal 20 determines a movement direction and amovement speed of the player character on the basis of the content ofthe drag operation using the mouse (for example, a direction and alength of a drag operation). Further, in order to inform the player ofthe operational content according to the drag operation, the userterminal 20 updates a display position of the direction instructionportion DI on the basis of the content of the drag operation. Moreover,in the present embodiment, the user terminal 20 does not limit a displayposition of the controller image CI in the game screen display area GS.Namely, the user terminal 20 specifies a position of the mouse cursor ina case where a movement operation by the player is received. In a casewhere the specified position of the mouse cursor is positioned withinthe game screen display area GS, the user terminal 20 causes the displaydevice to display a controller image within the browser screen displayarea BS. In this regard, in the present embodiment, the user terminal 20does not receives any movement operation in a case where the specifiedposition of the mouse cursor is not within the game screen display areaGS.

The simple view mode is a mode in which an arrangement image isdisplayed on the battle screen, in which each character is arranged at apredetermined position with no relationship with the arrangementposition of the corresponding character in the virtual space. In thesimple view mode, various kinds of characters are arranged in thethree-dimensional virtual space, but a state that the various kinds ofcharacters move in the three-dimensional virtual space is not displayedon the display screen of the display device. Namely, the simple viewmode is one example of the second battle mode described above.

FIG. 28 is an explanatory drawing for explaining the simple view mode.As shown in FIG. 28, in the simple view mode, a battle screen (a simpleview screen) in which each of a player character PC and a plurality offriend characters FC1 to FC3 is expressed in a two-dimensional image (inthe present embodiment, an image in a card form) is displayed. Morespecifically, in the simple view mode, the arrangement image in whicheach character (in the present embodiment, an image in a card formaccording to each character) is arranged at a predetermined positionwith no relationship with the arrangement position of the correspondingcharacter in the three-dimensional virtual space is displayed as asimple view screen. By selecting a command, it is possible for theplayer to cause the player character to make an attack against an enemycharacter. Further, in the simple view screen according to the presentembodiment, the enemy character EC is displayed in the same form as thereal view screen. However, the simple view screen is different from thereal view screen in view of whether movement is drawn or not. In thisregard, an image according to the enemy character EC defined in advancecan be display on the simple view screen. As an example of the imagedefined in advance, it is thought a two-dimensional picture differentfrom the three-dimensional image displayed on the real view screen.

In this regard, the simple view mode may be a mode by which it can beexpected to reduce a processing load on the computer compared with thereal view mode. For example, the simple view mode may be configured sothat the player character is displayed in the same form of the real viewscreen, or an image indicating a position of each character in thevirtual space (for example, a so-called map) is displayed.

By providing a mode, in which a plurality of characters is arranged inthe virtual space and a virtual space image obtained by photographingthe virtual space is used, and a mode, in which photographing of thevirtual space is omitted and an omission image where each character isarranged at a predetermined position (for example, a position at whichcards of the player are generally displayed; a position at the lowercenter of the screen) is used, it is possible to realize the video gamein which magnitude of a processing load related to rendering isdifferent and the point to use arrangement in the virtual space is thesame. As a result, it is possible to make a difference of gameexperience, which the player can feel by playing the two modes, smaller.Further, by making the two modes common except for a configurationregarding a screen display, it is possible to reduce a creating load ofthe video game compared with the case the processing flow correspondingto each mode is constructed.

In order to control progress of the video game described above, as shownin FIG. 25, a quest name for uniquely specifying a quest; a quest type;an enemy character; a view mode type; a consumption energy; and a majoracquired item are contained in the video game information according tothe present embodiment.

In the present embodiment, the quest includes two types, “search(quest)” and “subjugation (battle)”. In the case of playing a questbelonging to “search”, the player searches something in the virtualspace by consuming a predetermined in-game point. In this case, an enemycharacter appears in the video game in accordance with a predeterminedgenerating rule. In this regard, since selection of a view mode is notcarried out in a battle with the “search” in the present embodiment, itsdetailed explanation is omitted. However, the video game processingsystem 100 may be configured so that a plurality of modes designed tobecome common except for presence or absence of rendering with respectto the “search” can be used.

Further, the view mode type means a type of a view mode corresponding toa quest. In the present embodiment, the types of view modes include areal view mode and a simple view mode. In this regard, in the presentembodiment, data sets for carrying out a quest in the user terminal forevery type of view mode are prepared as quest information.

Further, the consumption energy means an in-game point that the userconsumes in the case of playing a quest. In this regard, the video gameprocessing system 100 may be configured so that a difference is providedin the consumption energy in accordance with a type of the view modewith respect to the same quest.

As explained above, each of the embodiments according to the presentapplication allows one deficiency (or shortage) or two or moredeficiencies (or shortages) to be solved. In this regard, the effectaccording to each of the embodiments described above is a non-limitingeffect or one example of the effects.

In this regard, although it has not been mentioned particularly in eachof the embodiments described above, the video game processing apparatus(for example, the video game processing server 10 or the user terminal20) may be configured so as to accept or permit entry to the video gameby other player. In this case, for example, the video game processingserver 10 may be configured so as to contain information indicating acharacter (entry character) of an entry player into a quest screen or tocause the entry character to appear in the video game during progress ofthe quest. In this case, for example, the video game processingapparatus may be configured so that the user terminal 20 receivesinformation for controlling an operation of the entry character from thevideo game processing server 10. Alternatively, the video gameprocessing apparatus may be configured so that the user terminal 20controls the entry character in accordance with the same rule as otherfriend character. Further, for example, the video game processingapparatus may be configured so that the video game processing server 10generates the information for controlling an operation of the entrycharacter in the user terminal 20 on the basis of logs received fromeach user terminal.

Further, in each of the embodiments described above, each of theplurality of user terminals 20, 201 to 20N and the video game processingserver 10 carries out the various kinds of processings described abovein accordance with various kinds of control programs (for example, avideo game processing program) stored in a storage device providedtherein.

In this regard, the configuration of the video game processing system100 is not limited to the configurations that have been explained as anexample of each of the embodiments described above. For example, thevideo game processing system 100 may be configured so that the videogame processing server 10 carries out part or all of the processingsthat have been explained as the processings carried out by the userterminal. Alternatively, the video game processing system 100 may beconfigured so that any of the plurality of user terminals 20, 201 to 20N(for example, user terminal 21) carries out part or all of theprocessings that have been explained as the processings carried out bythe video game processing server 10. Further, the video game processingsystem 100 may be configured so that each of the user terminals 20, 201to 20N includes a part or all of the storage sections included in thevideo game processing server 10. Namely, the video game processingsystem 100 may be configured so that one of the user terminal 21 and thevideo game processing server 10 in the video game processing system 100has a part or all of the functions that the other has.

Further, the video game processing program may be configured so as tocause a single apparatus that has no communication network to realize apart or all of the functions that have been explained as an example ofeach of the embodiments described above.

Further, in each of the embodiments described above, the language “inaccordance with progress of the video game” means that occurrence ofvarious kinds of progress or changes and the like that can occur in thevideo game becomes an opportunity or basis of specific processing. As anexample of the specific processing, for example, determining processingis thought. Further, as an example of the various kinds of progress orchanges and the like that can occur in the video game, progress of atime, a change in an element value in the video game, update of aspecific status or a flag, or an operational input by the user arethought.

INDUSTRIAL APPLICABILITY

The present invention is useful to reduce a difference of gameexperience that may occur among a plurality of users.

What is claimed is:
 1. A non-transitory computer-readable mediumincluding a video game processing program product for causing a computerto control progress of a video game, a plurality of characters includinga player character appearing in the video game, a player operating theplayer character, the video game processing program product causing thecomputer to execute: specifying an arrangement position of at least oneof the plurality of characters in a virtual space in accordance withprogress of the video game; setting up a battle mode to any one of afirst battle mode and a second battle mode, a first battle control beingcarried out in the first battle mode in which a photographed image ofthe virtual space photographed by a virtual camera is displayed on abattle screen, a second battle control being carried out in the secondbattle mode in which an arrangement image is displayed on the battlescreen, each of the plurality of characters being arranged at apredetermined position in the arrangement image with no relationshipwith the arrangement position of the corresponding character in thevirtual space; and carrying out one of the first battle control and thesecond battle control in the battle mode set up in the setting up abattle mode, wherein the photographed image is not displayed in thesecond battle mode.
 2. The non-transitory computer-readable mediumaccording to claim 1, wherein the video game processing program productcauses the computer to further execute: determining an action effectbased on an action of each of the plurality of characters in a battle;and setting up an arrangement position of each of the plurality ofcharacters in the virtual space to a fixed position in a case where thebattle mode is set up to the second battle mode in the setting up abattle mode, wherein in the determining an action effect, the actioneffect is determined based on positional relationship informationcorresponding to a fixed position that is the arrangement position ofthe at least one of the plurality of characters specified in thespecifying an arrangement position.
 3. The non-transitorycomputer-readable medium according to claim 1, wherein the video gameprocessing program product causes the computer to further execute:determining an action effect based on an action of each of the pluralityof characters in a battle; and determining an arrangement position ofeach of the plurality of characters in the virtual space to be any oneof a plurality of prescribed positions in a case where the battle modeis set up to the second battle mode in the setting up a battle mode,wherein in the determining an arrangement position, the arrangementposition is changed into other prescribed position in accordance withprogress of the second battle control, and wherein in the determining anaction effect, the action effect is determined based on positionalrelationship information corresponding to any prescribed position atwhich the at least one of the plurality of characters specified in thespecifying an arrangement position is arranged.
 4. The non-transitorycomputer-readable medium according to claim 1, wherein any one battlemode of the first battle mode and the second battle mode is set up inaccordance with performance information of a video game processingapparatus in the setting up a battle mode.
 5. The non-transitorycomputer-readable medium according to claim 1, wherein any one battlemode of the first battle mode and the second battle mode is set up inaccordance with a setup operation by the player in the setting up abattle mode.
 6. The non-transitory computer-readable medium according toclaim 1, wherein the video game processing program product causes thecomputer to further execute: transmitting battle control information toa video game processing server connected via a communication network,the battle control information indicating a control content of the oneof the first battle control and the second battle control.
 7. Anon-transitory computer-readable medium including a terminal programproduct for causing a video game processing terminal to control progressof the video game while displaying a game screen on a display screen ofa display device, the terminal program product causing the video gameprocessing terminal to execute: connecting the video game processingterminal to a video game processing server via a communication network,wherein the video game processing server comprises: a processor; and amemory including instructions that, when executed by the processor,cause the processor to perform operations including: specifying anarrangement position of at least one of the plurality of characters in avirtual space in accordance with progress of the video game; setting upa battle mode to any one of a first battle mode and a second battlemode, a first battle control being carried out in the first battle modein which a photographed image of the virtual space photographed by avirtual camera is displayed on a battle screen, a second battle controlbeing carried out in the second battle mode in which an arrangementimage is displayed on the battle screen, each of the plurality ofcharacters being arranged at a predetermined position in the arrangementimage with no relationship with the arrangement position of thecorresponding character in the virtual space; and carrying out one ofthe first battle control and the second battle control in the battlemode set up in the setting up a battle mode, wherein the photographedimage is not displayed in the second battle mode.
 8. A video gameprocessing method of causing a video game processing server to controlprogress of a video game carried out by a video game processingapparatus, a plurality of characters including a player characterappearing in the video game, a player of the video game processingapparatus operating the player character, the video game processingserver being connected to the video game processing apparatus via acommunication network, the video game processing method comprising:specifying an arrangement position of at least one of the plurality ofcharacters in a virtual space in accordance with progress of the videogame; setting up a battle mode to any one of a first battle mode and asecond battle mode, a first battle control being carried out in thefirst battle mode in which a photographed image of the virtual spacephotographed by a virtual camera is displayed on a battle screen in thevideo game processing apparatus, a second battle control being carriedout in the second battle mode in which an arrangement image is displayedon the battle screen in the video game processing apparatus, each of theplurality of characters being arranged at a predetermined position inthe arrangement image with no relationship with the arrangement positionof the corresponding character in the virtual space; and carrying outone of the first battle control and the second battle control in thebattle mode set up in the setting up a battle mode, wherein thephotographed image is not displayed in the second battle mode.
 9. Thenon-transitory computer-readable medium according to claim 1, whereinthe second battle mode is performed without the computer executing imagerendering.
 10. The non-transitory computer-readable medium according toclaim 1, wherein the plurality of player characters are at fixedpositions in the arrangement image.
 11. The non-transitorycomputer-readable medium according to claim 1, wherein the plurality ofplayer characters are at fixed positions in the arrangement image untila predetermined condition is satisfied.
 12. The non-transitorycomputer-readable medium according to claim 11, wherein thepredetermined condition includes a termination of the battle.
 13. Thenon-transitory computer-readable medium according to claim 1, whereinone of the first battle mode and the second battle mode is selected bythe player.
 14. The non-transitory computer-readable medium according toclaim 1, wherein the predetermined position in the arrangement image ofeach of the plurality of characters is not moved in a case where thearrangement position of the corresponding character in the virtual spaceis moved.
 15. The non-transitory computer-readable medium according toclaim 1, wherein the video game processing program product causes thecomputer to further execute: carrying out a battle in one of the firstbattle mode and the second battle mode set up in the setting up a battlemode.
 16. The non-transitory computer-readable medium according to claim1, wherein the arrangement position is a position within the virtualspace in which the plurality of characters is arranged.
 17. Thenon-transitory computer-readable medium according to claim 1, whereinthe video game processing program product causes the computer to furtherexecute: carrying out the one of the first battle control and the secondbattle control which is affected by the arrangement position in thebattle mode set up in the setting up a battle mode, and specifying thearrangement position in accordance with the progress of the video game.